node_map[effect] = node;
}
-void EffectChain::find_all_nonlinear_inputs(EffectChain::Node *node,
- std::vector<EffectChain::Node *> *nonlinear_inputs,
- std::vector<EffectChain::Node *> *intermediates)
+void EffectChain::find_all_nonlinear_inputs(Node *node,
+ std::vector<Node *> *nonlinear_inputs,
+ std::vector<Node *> *intermediates)
{
if (node->output_gamma_curve == GAMMA_LINEAR) {
return;
}
}
-EffectChain::Node *EffectChain::normalize_to_linear_gamma(EffectChain::Node *input)
+Node *EffectChain::normalize_to_linear_gamma(Node *input)
{
// Find out if all the inputs can be set to deliver sRGB inputs.
// If so, we can just ask them to do that instead of inserting a
return node;
}
-EffectChain::Node *EffectChain::normalize_to_srgb(EffectChain::Node *input)
+Node *EffectChain::normalize_to_srgb(Node *input)
{
assert(input->output_gamma_curve == GAMMA_LINEAR);
ColorSpaceConversionEffect *colorspace_conversion = new ColorSpaceConversionEffect();
return output;
}
-EffectChain::Phase *EffectChain::compile_glsl_program(
- const std::vector<EffectChain::Node *> &inputs,
- const std::vector<EffectChain::Node *> &effects)
+Phase *EffectChain::compile_glsl_program(
+ const std::vector<Node *> &inputs,
+ const std::vector<Node *> &effects)
{
assert(!effects.empty());
//
// We follow a quite simple depth-first search from the output, although
// without any explicit recursion.
-void EffectChain::construct_glsl_programs(EffectChain::Node *output)
+void EffectChain::construct_glsl_programs(Node *output)
{
// Which effects have already been completed in this phase?
// We need to keep track of it, as an effect with multiple outputs
std::reverse(phases.begin(), phases.end());
}
-void EffectChain::find_output_size(EffectChain::Phase *phase)
+void EffectChain::find_output_size(Phase *phase)
{
Node *output_node = phase->effects.back();